/* * ORXONOX - the hottest 3D action shooter ever to exist * * * License notice: * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * * * Author: * Reto Grieder * Co-authors: * ... * */ #include "OgreMath.h" #include "OgreVector3.h" #include "OgreStringConverter.h" #include "OgreSceneNode.h" #include "OgreEntity.h" #include "OgreSceneManager.h" #include "orxonox/inertial_node.h" #include "bullet.h" #include "bullet_manager.h" #include "ammunition_dump.h" #include "base_weapon.h" #include "barrel_gun.h" namespace orxonox { namespace weapon { using namespace Ogre; BarrelGun::BarrelGun(InertialNode *node, AmmunitionDump *ammoDump) : BaseWeapon(node, ammoDump) { name_ = "Barrel Gun"; primaryFirePower_ = 100; secondaryFirePower_ = 500; primaryFiringRate_ = 10; secondaryFiringRate_ = 2; primaryBulletSpeed_ = 1000; secondaryBulletSpeed_ = 500; magazineSize_ = 25; } BarrelGun::~BarrelGun() { } void BarrelGun::primaryFire() { if (leftAmmo_ < 1) { currentState_ = IDLE; return; } SceneNode *temp = sceneMgr_->getRootSceneNode()->createChildSceneNode( node_->getSceneNode()->getWorldPosition(), node_->getSceneNode()->getWorldOrientation()); Entity* bulletEntity = sceneMgr_->createEntity("BulletEntity" + StringConverter::toString(bulletCounter_++), "Barrel.mesh"); Vector3 speed = (temp->getOrientation() * Vector3(0, 0, -1)) .normalisedCopy() * primaryBulletSpeed_; speed += node_->getWorldSpeed(); temp->setScale(Vector3(1, 1, 1) * 4); temp->yaw(Degree(-90)); bulletManager_->addBullet(new Bullet(temp, bulletEntity, speed)); --leftAmmo_; } void BarrelGun::primaryFiring(unsigned int time) { if (time > (unsigned int)1000/primaryFiringRate_) { currentState_ = IDLE; } } void BarrelGun::secondaryFire() { if (leftAmmo_ < 5) { currentState_ = IDLE; return; } SceneNode *temp = sceneMgr_->getRootSceneNode()->createChildSceneNode( node_->getSceneNode()->getWorldPosition(), node_->getSceneNode()->getWorldOrientation()); Entity* bulletEntity = sceneMgr_->createEntity("BulletEntity" + StringConverter::toString(bulletCounter_++), "Barrel.mesh"); Vector3 speed = (temp->getOrientation() * Vector3(0, 0, -1)) .normalisedCopy() * secondaryBulletSpeed_*0.5; speed += node_->getWorldSpeed(); temp->setScale(Vector3(1, 1, 1) * 10); temp->yaw(Degree(-90)); bulletManager_->addBullet(new Bullet(temp, bulletEntity, speed)); leftAmmo_ -= 5; } void BarrelGun::secondaryFiring(unsigned int time) { if (time > (unsigned int)1000/secondaryFiringRate_) currentState_ = IDLE; } } }